It has been 20 years since the legendary game debuted across the Atlantic, giving players everywhere the opportunity to feel like rock legends. Figuratively speaking, but try convincing anyone who's nailed Free Bird’s lengthy guitar solo before a packed living-room audience.
Created by Harmonix, the game gave players a guitar-shaped controller to follow on-screen cues scrolling down the display in time with a song. Every sequence mimicked specific notes, creating the sensation of an authentic performance.
Harmonix had already tried its hand with rhythm games before partnering with RedOctane, later acquired by Activision during the mid-2000s. Together, they laid the groundwork for an unlikely massively profitable series which made a remarkable impact on numerous of the artists included, showcasing classic groups to millions of younger players.
A former executive, ex-chief operating officer from the developer, remembers the initial budgetary hurdles of licensing the songs – even though the first two games mostly used cover versions.
“We rerecorded every song because the dollar figure prohibitive,” he says. “Despite having the necessary permissions alone, it proved extremely difficult. We failed to secure acts such as legendary groups – the publisher had virtually no money, and we were pretty convinced it would fail. But once the game took off, album purchases airtime were going up, everyone wanted to be in.”
He continues: “One of the amazing things was how many parents reached out and thanked us for exposing their children to the songs they loved. It evolved into a multigenerational phenomenon.”
Timeless Music Gains Younger Fans
Northern Irish blues-rock band one featured act included their track on the 2008 game the popular installment. Lead musician the artist remembers the way the game brought classic rock back into vogue: “Guitar Hero provided a larger, younger audience. Generally such music was seen as music that was past it, but then once it got featured on the title and teenagers discovered it, abruptly it was cool. That legitimised the genre, eliminating the outdated tag. It provided all our music a new life.”
At that time, the Answer’s debut album remained not available stateside, so Guitar Hero was a key medium for exposure for the group as they went on US tour opening for AC/DC. “Their crew had on Never Too Late on the tour bus, and some of them recognized us from Guitar Hero,” Mahon says.
Major Band Spin-offs Enduring Impact
Music's heavyweight names quickly capitalised on the game's success, including bands like Aerosmith, Metallica and Van Halen featuring in specialized game editions that focused on their music collections and associated stories, visuals and legendary status. For example, the Aerosmith edition, it was said earned the band more money than any of their records. It sold more than half a million copies upon release, while demand for Aerosmith’s music rose of up to 40% at a time when the music business was already collapsing.
The series continues to inspire nimble-fingered fanaticism within the community. Recently, an online personality achieved a remarkable feat of DragonForce’s Through the Fire and Flames – an infamously tough anthem popularized through Guitar Hero – on Clone Hero, a freeware game with similar mechanics and extensive personalization features. This track is challenging enough on expert mode, not to mention played at increased tempo and without missing a single one of its near 4,000 notes. The streamer claimed requiring nine months of practice.
“The game offers a, imaginary experience. Just as with other games, that doesn’t mean you should pick up actual weapons and go to war,” notes DragonForce guitarist Herman Li.
DragonForce had already completed a successful tour before their hit was featured on Guitar Hero III, yet he explains it made them widely recognized. “I remember the record label informing us that we were selling albums rapidly,” he shares. “Popularity surged on the subsequent tour, and we performed right ahead of top acts on the Mayhem festival.”
In fact, DragonForce’s exposure from Guitar Hero was so immense that it threatened to overshadow everything else accomplishments. Recently, the track featured in a trailer for a major film. “Previously I felt differently, but now I accept it,” he admits. “Should you just hear one DragonForce song, that's fine – everyone’s got a unique musical journey and I’m glad we played a role of people’s lives”.
The Lasting Impact from the Iconic Controller
Top-tier marketing, be it for cars, clothes or games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero tap into that? “Precisely what our team trying to create,” he confirms. “That thrill of being a rock star on the stage. From day one, the co-founders felt that humans have a natural human desire to create songs, and their goal was to leverage innovation to enable everyone to participate”.
Most of Guitar Hero games were released in just a half-decade between 2005 and 2010, including derivative titles like the DJ version, complete with a turntable controller, and the band-focused game. After that, the publisher’s interest on peripherals waned, aside from a short-lived revival several years later.
Titles such as the fan project and Fortnite Festival have kept the community active, and there’s expectations of something from the founders in development. Recently formed developers has entered work on their first rhythm-based title. Original co-founders are both involved as special advisers. Are gamers prepared to welcome another game following the classic?
“We thought such titles might become similar to sports games where you can releases,” Dornbrook says. “With abundant fresh tracks that it could be perennially popular, so I’ve always been optimistic. It's entirely possible why it can’t persist for future fans.”